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Messages - khun_poo

#1
You could create a scenario that force every pawn to be non-violent, remove all hostile faction, set AI storyteller to be Peaceful or custom and toggle every hostile event off.
#2
The Biotech DLC new race (Implid) raiders are able to spit fire. Would love to see enemy use psycast as well.
#3
Tribe Child trait that come from the child and grow in colony don't have the natural meditate. So they are unable to pray at anima tree.

While the Vanilla "Tribe child" trait could meditate at anima tree.
#4
Is it on the orbital trade beacon radius?
#5
It was a mistake on my part that didn't pay attention to the tree too much. I have 1 of my colonist prune 2 of the Gaulanren trees.

after a long await, the forth dryad is spawn. The mistake was that the connection strength of that tree was exactly 75 and the said colonist is sleeping. After half an hour in game time, the new born dyad just disappear immediately.

I have my pruner rush to his overtime job but the tree said the next spawn is next 8 days  >:( !

Wish they should wandering around just 1-2 days when the connection power is below the threshold, not just disappear like that.


sorry for the rant.
#6
The bug will occur when a ritual spot or campfire place in a room with more than 6 drums.
Start the 'Drum party" ritual.

The ritual will keep on forever and the colonist will dance until they die lol.  ;D

To fix it for now, just keep the drum amount no more than six drums and the ritual will be fine.

Here's my save file. https://files.fm/u/2nn2zg5qw

A lot of mods but I think it's not mod relate issue.
#7
still not fix in 1.3.3117  :-\

bump
#8
Is there a mech cluster on your map by any chance the mech breacher appear? I found that mech cluster AI overide the mech breacher. Caused them to derp around.
#9
Quote from: RawCode on September 03, 2021, 05:15:28 AM
try without mods, it's obvious that you have mod that interfere with pawn\animal AI and cause issues, in vanilla farm animals will follow caravan on they own ever without leash (if they happen to "break" leash by falling due to exhaustion or other reason)

You're right. Test it with pure vanilla and try to leave the map with a horse. It's run of the map on its own even if the roper is unleash the horse.

Some of my mod should conflict with it and I don't know what's mod is that. Maybe Pick up and haul or Animal logic? :'(
#10
Please make caravan animal run of on it's own when form a caravan. The roping is real annoying and very buggy. I have form a caravan of 6 people and 20 horse to trade on nearby settlement. The roping is the colonist drag the horse, and stop, and drag again with a little cooldown like they're melee something.

Due to the long preparation, Some of the pawn fall a sleep, mental break, etc while trying to rope the animal off the map. This caused the rope to broke and set animal free.

Now, the colonist will stop the roping and try to leave the map which is also impossible due to the horse are not leave the map. make me no choice but to cancel the caravan and start over.

To fix it, I have to leave the map with only one pawn to drag all the horse out of the map and have other people to carry the stuff later, merge, unmerge caravan untill I got all the stuff I need then go on the caravan. That's way too many micro.


Please change it, this is super annoying to me.  :'(
#11
It's super weird that it's spawn 2 sunblock machine even if it's mechcluster. I'm curious that I should report this as a bug or not.

Also, My colony run a fluid ideology with have no Darkness meme but have fight in the darkness precept. So, the change that disable sunblock outpost is kind of not work for me in a good way here  :D





#12
Ok, I'll also post this to bug report as well then
#13
Raider meme are my favorite meme though. While they may look alike but Supremacy meme are unable to use with Loyalist, Guilty, Individualist and Collectivist if I remember correctly. While Raider can combo with any other meme.

-8% and -16% penalty to work speed from raiding precept is just fine. They just take a bit longer to cook, craft, build, etc but didn't effect the final product quality anyway.

It's match the playstyle that player like to travel a lot (caravan or any creative method you could think of) to raid other. They will feel grumpy if they didn't mug someone for a while. So, they don't rely much on farming or hunting in the colony map because they could loot from other and gather on the world map. Which make the harsher area like desert or tundra easier to get resource like veggie and meat.

Still, it's a bit meh that other meme could raid other outpost or faction as well without the mood buff but they didn't take work penalty speed.

If I would suggest, I guess Raider ritual reward could have an option to summon the random outpost like the Ancient structure too. Since sometime the outpost that randomly pop up on the map are an allied faction.
#14
It's super weird that it's spawn 2 sunblock machine. I'm curious that I should report this as a bug or not.

Also, My colony run a fluid ideology with have no Darkness meme but have fight in the darkness precept. So, the change that disable sunblock outpost is kind of not work for me in a good way here  :D





#15
I set every ritual in my colony's ideology reward to get psyfocus. Still, all the ritual never give psyfocus to anyone after the ritual. I have tried all the ritual outcome and all of them never once give psyfocus at all be it unforgettable or satisfying.

I have the picture of proof below, The alert message said that all the participant's psyfocus have been fully recharge but they are not.